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Wolf Evo Impressions

Discussion in 'Junky's Jungle' started by GodEater, Oct 11, 2002.

  1. GodEater

    GodEater Well-Known Member

    I don't know what has been covered on Wolf in Evolution prior to this post since I tended to not read evo posts. If this is redundant the mods can delete the post at will. Anyway, onward.

    If I've made blatant mistakes correct them and move on, these are all battle impressions with very little back up from impartial data.

    New throw Animations
    These are fantastic. Without a doubt, Wolf has come into his own with distinct throw animations. The one failure is the recycled surprise exchange completely lifted from Jeff. Why they couldn’t tweak it a little bit to set it apart I don’t know but it is a small thing and doesn’t affect my enjoyment of the game.

    Crucifix
    [3][3][P]+[G]
    Llanfair swears this has better range. I can’t tell for sure but I did a CD crucifix and it certainly felt more like a VF2 CD-crucifix than a VF4…I could hold the CD to milk the range as much as possible. The P+G extender (place holder) seems different in the timing now and I missed it a few times but I don’t know for sure.

    Gut Punch
    [6]+[P]
    The gut punch is no longer throw counterable if blocked. That is very nice. It can become a positive medium hit tool for Wolf players.

    Knee
    [6]+[K]
    Okay, it does suck as a normal knee. Don’t forget about the SS which was a better option even in VF4 (due to the reverse consolidation). Only Aoi can reverse the SS in Evo so there’s no real reason to use the knee unless you are specifically looking for the counter hit.

    On a natural hit Wolf and the opponent recover mostly the same. Opponent has a +1 frame advantage but all that means is you can dodge a counter attack. Yomi is the key.

    Pick up
    [2]+[P]+[G] / [3]+[P]+[G]
    The pick up game is so nice now. Since you have the option most times of deciding if you want a damage pick up or to just keep pressure on the opponent. We’re not sure but it looks like you can only decide to escape one of Wolf’s pick ups, you can't double throw escape the pick up. Which is good for wolf. Also, from the face down, head towards position it looks almost guaranteed. Wish I knew for sure, it was never escaped after Wolf’s dropkick countered and I only ever did df+P+G.

    RAW/ROAR
    [P]+[K]+[G]
    Wolf’s high punch Sabaki is interesting but I found I didn’t like it much since when it whiffs you’re presented with almost 50 frames of recovery . Ouch. That said, the best options seem to be sabaki into drop kick [P]+[K]+[G] [K]or sabaki into throw [P]+[K]+[G] [P]+[G] since the sabaki into chop [P]+[K]+[G] [P] seems like it leaves a neutral situation. The drop kick continuation is nice because it presents a stagger which leads to games or can lead to a counter which means pounce or pick up. Not bad.

    Surprise exchange
    [1]+[P]+[G]
    Nothing seems guaranteed, the distance you throw the opponent makes your options entirely contingent on how well you know your opponent or can control their own options. It’s a great tool for ring position because it is zero damage and people tend to escape with f or b+P+G. with four inputs for the opponent to consider when attempting a throw escape, Wolf has got really good depth now.

    arrow knuckle
    [3]+[P]
    I am no longer sure this allows for a low throw on a natural hit if the opponent chooses to do nothing. There were times I would land this nicely and immediately input my low throw only to see the opponent rise to a standing position and guard. In VF4 this meant eating the low throw, in EVO it may require a counter

    Wolf’s uppercut.
    [3_]+[P]
    Brand spanking new animation and the move rocks. I think it is relatively unchanged but it just seems much better. Range is good and the stagger on counter is fantastic. They seem to fall a little further away and I don’t know how the elbow affects the stagger since I was more inclined to CD in and look for a throw opportunity or re-stagger.

    Shoulder Ram
    [4][6]+[P] ([2]+[P])
    Hmm. Still nice and powerful but it no longer tracks so watch out. Basic set ups no longer exist for me when I watch an opponent rise because more often than not the shoulder ram will just whip on by them and they can punish at will. Too bad but its not hard to create new situations just by taking advantage of the canceling option of the shoulder ram.

    Running Shoulder
    [6][6_]+[P]+[K]
    Throw counterable now. Still a nice pressuring option but be wary of the counter-ability. It can get you hurt if you’re not savvy.

    That's it for now. just random musings. Hope its helpful.

    GE
     
  2. CreeD

    CreeD Well-Known Member

    Very nice - did you see the move seen in am2 clips that looks like wolf's low punch cut (the knee to the face) followed by something like an uf+K or uf+K+G? Is the second part a canned followup to make the cut more rewarding? Or just a new move that complements the reversal nicely?
     
  3. GodEater

    GodEater Well-Known Member

    [2]+[P]+[K] [6]+[P]+[G]

    it is an actual combo. A nice multipart reversal. If only his SE reversal has something similar. With the changes to that reversal and his SS I don't think anything is guaranteed anymore. Will test tonight.

    GE
     
  4. akiralove

    akiralove Well-Known Member

    XBL:
    JTGC
    Just wanted to add that if Wolf SE's the oppt into the wall, he can f+P for the stomach KD and low throw. I think it's un-avoidable.

    Spotlite
     
  5. Nutlog

    Nutlog Well-Known Member

    GE, dunno, but this came up in conversation with Lonelyfighter the other day. At some points it seems that throw mC has made it back in, as sometime the crucifix does absolutely horrendous damage. Maybe just our excitement having Evo, but have you heard anything about this?

    I LOVE wolf's high guard break ([6][P][K]). Great for setting up the catch throw.

    The [3][P][K] seems a lot easier to interupt now, though. Dunno if it's slightly slower now or if he just doesn't get as low anymore...
     
  6. Ura_Bahn

    Ura_Bahn Well-Known Member

    " Did you feel the real power.......go back to school. "
     
  7. ice-9

    ice-9 Well-Known Member

    Anything guaranteed after the [6][P]+[K] guard break?
     
  8. MrWhite

    MrWhite Well-Known Member

    [4][P] seems clean after guard break. Wolfs slow !!!
     
  9. BK__

    BK__ Well-Known Member

    have you by any chance toyed around with his HCB+p MC? with the increase of height i have a couple of questions...

    1> is the shlrm too slow to connect before the opp hits the ground? (as in ver.C)
    2> if yes, what's the most damaging variation?
     
  10. uk-guy

    uk-guy Well-Known Member

    I don't think shoulder will connect. It's basically back to verB float so
    [4]+[K]+[G][K] should be doable on lights, for everyone else stick to [3][3][6]+[P] or [2]+[K]
     
  11. BK__

    BK__ Well-Known Member

    well [2]+[K] is doable in ver.C and it was pretty poor damage wise so i'll look forward to using the other moves to extend the damage, cheerz for the comments.

    P.S i had no idea the float was higher in ver.B, does this mean the reverse hammer & b+k+gK is also doable in ver.B? /versus/images/icons/laugh.gif
     
  12. Neo

    Neo Well-Known Member

    Segaru always uses [3][3][6][P] after[6][3][2][1][4][P]
    on c hit.

    Not totally sure but I think they can tech out of the second hit of [4][K]+[G][K] perhaps it is stance dependant anyway I will watch Segaru tomorrow and report again
     
  13. MrWhite

    MrWhite Well-Known Member

    Yeah its stance dependant.
    I also follow the screw shot with a m-SH or simply press P again to setup okizeme (i.e. low throw a TR ).
    Wolf has alot of ease at executing his combos because of the adjusted physics, the problem is that you wont get many opportunities to float your opp. in the first place. They changed his game so much that its mostly ground fighting now so any wolf players in Evo better switch their strategy if they used to be a "gamble"/air combo based player.

    Evo Wolf notes :
    - you can execute a [4][K]+[G], [P]+[G] after a mC knee for big damage but the frame advantage is so little that anyone's jab will beat out your toe kick.
    - His new knee is shite on mC or MC. Not many valuable options and you have a roof on how much damage you can inflict. Havent found a more viable option than [4][K]+[G], [K] as a follow up.
    - His ground pickup/ground throws arent worth shite either. So easy to reverse, your better off going for the pounce in most situations.
    - His new supplex ( [3][3][P]+[G] ) doesnt allow for much follow up like the old piledriver did. But the recent talk about having good catch range seems to be accurate.
    - His new [6][6][K]+[G] is a TIM ( throw interruptable move ). Its a high hitting move which can be ducked by the opp. and be thrown as soon s it whiffs. Wolf is considered a standing opp. even if the move recovers down and you can throw him in that time window in which he isnt fully on the floor yet. And a mid-level hit will also connect (i.e. float possibilities )
    - His [9][K]+[G] recovers high if it whiffs. There's a whole long ass animation with Wolf getting up from the fall. Absolute vulnerability ensues.
    - You can now follow [4][P] with a [6_][P], m-SH for good damage.
    - His [3][K]+[G] is also TIM.
    - Timing for a follow-up Short Shoulder after a switch low punch cut is strict. So is his canned follow-up for the other arm.
    - Abuse [6][P]. Its great now.
    - His guard break [6][P]+[K] should be regularly used after wall stagger situations (i.e. HCB+[P]+[G], [P]+[G], [G], [2][P]+[G], sling into wall with Wolf in throw range, [6][P]+[K], [4][P] combo | [4][K]+[G], [P]+[G] | etc. Or simply after a regular [P]+[G] throw into a wall stagger, use [6][P]+[K].).
    - His catch throw seems more effective.
    - Hours of fun with SS, screw shot, m-SH combos...

    Overall it seems to me they weakened him alot. As far as I can tell his game strategy is completly different and they tweaked him so that he doesnt get much advantage on offense. Wolf needs alot of thought in Evo in order to be effective with him. Some serious expert play required, not for the feint of heart...
     
  14. GodEater

    GodEater Well-Known Member

    They changed his game so much that its mostly ground fighting now so any wolf players in Evo better switch their strategy if they used to be a "gamble"/air combo based player.

    I honestly think very little has changed in this regard excepting that the knee is no longer a float tool. The SS provides the same float as the VF4 knee and is only reversable by one character, aoi. It was always the better tool because of the consolidated reversals, now Wolf players must use SS for floating. Upon being blocked, same options exist for Wolf as they did in VF4. E-DTEG or just DTEG. I honestly think little has happened to Wolf's float game outside of the knee.

    - His new knee is shite on mC or MC. Not many valuable options and you have a roof on how much damage you can inflict. Havent found a more viable option than +, as a follow up

    [4]+[K]+[G],[K] is the best option unfortunately. I've only tried a handful of things after the crumple and almost everything whiffs. IF your opponent doesn't TR the crumple, you can always not combo and go for the pick up.

    His ground pickup/ground throws arent worth shite either. So easy to reverse, your better off going for the pounce in most situations.

    Guaranteed damage is usually the better option in any case but keep in mind that the opponent needs to choose one Pick Up escape. They cannot double throw escape the pickup. While reversable, this doesn't make it crap. Choosing your moments is essential now. People that don't TR in certain situations to avoid damage or pressure will always get a [3]+[P]+[G] from me. Even in Guaranteed situations you have a 50% chance your opponent will reverse wrong.


    - Timing for a follow-up Short Shoulder after a switch low punch cut is strict. So is his canned follow-up for the other arm.

    This does suck. In fact, it seems that an oppenent who guards effectively can render the SE variant of the low punch reversal useless unless for re-throw opps or ring position. In Toronto, it gets blocked all the time. The SE Reversal gives +15 which is exactly the amount of time the SS takes to come out. troublesome to say the least. I prefer other set ups now.

    Abuse [6]+[P]. Its great now

    Very true. Pure uncounterability makes this a great weapon for wolf. And don't forget about his [3_]+[P]. So many opponents consider it Throw Counterable when its not. It comes out in 16 frames which isn't the best but it isn't bad, uncounterable if blocked and bum scoots if hits. Look for a throw, trip, float or another counter uppercut opportunity. Lots of games.

    Thanks, White for your thoughts I'd have taken more time but I gotta run. I still contend that Wolf isn't as bad off as it seems. But he does require a re-thinking.

    GE
     
  15. Nutlog

    Nutlog Well-Known Member

    Of note as well, since I haven't seen it anywhere else...there doesn't seem to be anymore pick-up/ground throw after the d/f,d/f+[P]+[K]+[G].
     
  16. Electro_Jacky

    Electro_Jacky Well-Known Member

    PSN:
    electrolex
    XBL:
    electro lex
    [6][3][2][1][4]+[P] is special mid now second punch will hit if first punch was blocked crouching
     
  17. BK__

    BK__ Well-Known Member

    yeah, i noticed that too, lol, i kept eating people's rising kicks whilst i was whiffing d+p+g... /versus/images/icons/crazy.gif this means that a df+p or u+k can't be used either, such a shame.
     
  18. Blade_14

    Blade_14 Member

    Um sorry to burst your bubble about the[6][P] but the other day I was tryin the big guy out again attempting to use the move against a friend who's a jeffry player and a pretty bloody good one at that. Any way I found out the against a good evader, the move isn't as good as u say it is

    Lets just say because it's straight it can be dodged around quite easily and can be vulnerable to a side throw or any throw.

    Yes, perhaps the second hit of the attack may track and hit eager evaders but this don't always happen, If there have been any instances that some person has managed to own someone during a match by abusing this (not as good as many may say) move this please come 4wd and tell me what I'm doin wrong!
     
  19. Blade_14

    Blade_14 Member

    By da way does Wolf have any unevadeable attacks?
     
  20. Hayai_JiJi

    Hayai_JiJi Well-Known Member

    Wolf stops the dodge with [6]+[P]+[G], [9]+[P]+[G] and to a lesser extent [6],[6]+[P]+[G] delayed [4]+[K]+[G],[P]+[G] and delayed [4]+[P]. Wolf has no fully circular moves to punish evades with yet he has a wide range of unescapable throws.
     

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